diff options
-rw-r--r-- | game/scenary/illuminator.cpp | 90 | ||||
-rw-r--r-- | game/scenary/illuminator.h | 60 | ||||
-rw-r--r-- | game/scenary/light.cpp | 7 | ||||
-rw-r--r-- | game/scenary/light.h | 19 | ||||
-rw-r--r-- | gfx/gl/sceneShader.cpp | 55 | ||||
-rw-r--r-- | gfx/gl/sceneShader.h | 35 | ||||
-rw-r--r-- | gfx/gl/shaders/pointLight.fs | 8 | ||||
-rw-r--r-- | gfx/gl/shaders/pointLight.gs | 15 | ||||
-rw-r--r-- | gfx/gl/shaders/pointLight.vs | 22 | ||||
-rw-r--r-- | gfx/gl/shaders/spotLight.fs | 10 | ||||
-rw-r--r-- | gfx/gl/shaders/spotLight.gs | 24 | ||||
-rw-r--r-- | gfx/gl/shaders/spotLight.vs | 28 | ||||
-rw-r--r-- | res/lights.xml | 28 | ||||
-rw-r--r-- | test/test-assetFactory.cpp | 32 | ||||
-rw-r--r-- | test/test-render.cpp | 59 |
15 files changed, 306 insertions, 186 deletions
diff --git a/game/scenary/illuminator.cpp b/game/scenary/illuminator.cpp new file mode 100644 index 0000000..e3810ec --- /dev/null +++ b/game/scenary/illuminator.cpp @@ -0,0 +1,90 @@ +#include "illuminator.h" +#include "gfx/gl/sceneShader.h" +#include "gfx/gl/vertexArrayObject.h" +#include "gfx/models/texture.h" // IWYU pragma: keep + +bool +Illuminator::SpotLight::persist(Persistence::PersistenceStore & store) +{ + return STORE_TYPE && STORE_MEMBER(position) && STORE_MEMBER(direction) && STORE_MEMBER(colour) && STORE_MEMBER(kq) + && STORE_MEMBER(arc); +} + +bool +Illuminator::PointLight::persist(Persistence::PersistenceStore & store) +{ + return STORE_TYPE && STORE_MEMBER(position) && STORE_MEMBER(colour) && STORE_MEMBER(kq); +} + +bool +Illuminator::persist(Persistence::PersistenceStore & store) +{ + return STORE_TYPE && STORE_HELPER(bodyMesh, Asset::MeshConstruct) + && STORE_HELPER(pointLight, Persistence::Appender<decltype(pointLight)>) + && STORE_HELPER(spotLight, Persistence::Appender<decltype(spotLight)>) && Asset::persist(store); +} + +void +Illuminator::postLoad() +{ + if (spotLight.empty() && pointLight.empty()) { + throw std::logic_error {"Illuminator has no lights"}; + } + texture = getTexture(); + bodyMesh->configureVAO(instanceVAO) + .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1); + if (!spotLight.empty()) { + instancesSpotLightVAO.emplace(); + VertexArrayObject {*instancesSpotLightVAO} + .addAttribs<SpotLightVertex, &SpotLightVertex::position, &SpotLightVertex::direction, + &SpotLightVertex::colour, &SpotLightVertex::kq, &SpotLightVertex::arc>( + instancesSpotLight.bufferName(), 0) + .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1); + std::transform( + spotLight.begin(), spotLight.end(), std::back_inserter(spotLightInstances), [this](const auto & s) { + return instancesSpotLight.acquire(*s); + }); + } + if (!pointLight.empty()) { + instancesPointLightVAO.emplace(); + VertexArrayObject {*instancesPointLightVAO} + .addAttribs<PointLightVertex, &PointLightVertex::position, &PointLightVertex::colour, + &PointLightVertex::kq>(instancesPointLight.bufferName(), 0) + .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1); + std::transform( + pointLight.begin(), pointLight.end(), std::back_inserter(pointLightInstances), [this](const auto & s) { + return instancesPointLight.acquire(*s); + }); + } +} + +void +Illuminator::render(const SceneShader & shader) const +{ + if (const auto count = instances.size()) { + shader.basicInst.use(); + if (texture) { + texture->bind(); + } + bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count)); + } +} + +void +Illuminator::lights(const SceneShader & shader) const +{ + if (const auto count = instances.size()) { + if (const auto scount = instancesSpotLight.size()) { + shader.spotLightInst.use(); + glBindVertexArray(*instancesSpotLightVAO); + glDrawArraysInstanced(GL_POINTS, 0, static_cast<GLsizei>(scount), static_cast<GLsizei>(count)); + } + if (const auto pcount = instancesPointLight.size()) { + shader.pointLightInst.use(); + glBindVertexArray(*instancesPointLightVAO); + glDrawArraysInstanced(GL_POINTS, 0, static_cast<GLsizei>(pcount), static_cast<GLsizei>(count)); + } + + glBindVertexArray(0); + } +} diff --git a/game/scenary/illuminator.h b/game/scenary/illuminator.h new file mode 100644 index 0000000..893e5c7 --- /dev/null +++ b/game/scenary/illuminator.h @@ -0,0 +1,60 @@ +#pragma once + +#include "assetFactory/asset.h" +#include "gfx/gl/instanceVertices.h" +#include "gfx/renderable.h" + +class SceneShader; +class Location; +class Texture; + +class Illuminator : public Asset, public Renderable, public StdTypeDefs<Illuminator> { + Mesh::Ptr bodyMesh; + std::shared_ptr<Texture> texture; + glVertexArray instanceVAO; + std::optional<glVertexArray> instancesSpotLightVAO, instancesPointLightVAO; + +public: + struct LightCommonVertex { + RelativePosition3D position; + RGB colour; + RelativeDistance kq; + }; + + struct SpotLightVertex : LightCommonVertex { + Direction3D direction; + Angle arc; + }; + + struct PointLightVertex : LightCommonVertex { }; + + struct SpotLight : Persistence::Persistable, SpotLightVertex, StdTypeDefs<SpotLight> { + private: + friend Persistence::SelectionPtrBase<std::shared_ptr<SpotLight>>; + bool persist(Persistence::PersistenceStore & store) override; + }; + + struct PointLight : Persistence::Persistable, PointLightVertex, StdTypeDefs<PointLight> { + private: + friend Persistence::SelectionPtrBase<std::shared_ptr<PointLight>>; + bool persist(Persistence::PersistenceStore & store) override; + }; + +public: + using LocationVertex = std::pair<glm::mat4, GlobalPosition3D>; + mutable InstanceVertices<LocationVertex> instances; + mutable InstanceVertices<SpotLightVertex> instancesSpotLight; + mutable InstanceVertices<PointLightVertex> instancesPointLight; + void render(const SceneShader &) const override; + void lights(const SceneShader &) const override; + +protected: + friend Persistence::SelectionPtrBase<std::shared_ptr<Illuminator>>; + bool persist(Persistence::PersistenceStore & store) override; + void postLoad() override; + + std::vector<SpotLight::Ptr> spotLight; + std::vector<PointLight::Ptr> pointLight; + std::vector<InstanceVertices<SpotLightVertex>::InstanceProxy> spotLightInstances; + std::vector<InstanceVertices<PointLightVertex>::InstanceProxy> pointLightInstances; +}; diff --git a/game/scenary/light.cpp b/game/scenary/light.cpp new file mode 100644 index 0000000..6207497 --- /dev/null +++ b/game/scenary/light.cpp @@ -0,0 +1,7 @@ +#include "light.h" +#include "location.h" + +Light::Light(std::shared_ptr<const Illuminator> type, const Location & position) : + type {std::move(type)}, location {this->type->instances.acquire(position.getRotationTransform(), position.pos)} +{ +} diff --git a/game/scenary/light.h b/game/scenary/light.h new file mode 100644 index 0000000..0b19535 --- /dev/null +++ b/game/scenary/light.h @@ -0,0 +1,19 @@ +#pragma once + +#include "game/worldobject.h" +#include "illuminator.h" + +class Location; + +class Light : public WorldObject { + std::shared_ptr<const Illuminator> type; + InstanceVertices<Illuminator::LocationVertex>::InstanceProxy location; + + void + tick(TickDuration) override + { + } + +public: + Light(std::shared_ptr<const Illuminator> type, const Location & position); +}; diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp index ccc1a1d..64bf171 100644 --- a/gfx/gl/sceneShader.cpp +++ b/gfx/gl/sceneShader.cpp @@ -1,5 +1,4 @@ #include "sceneShader.h" -#include <array> #include <gfx/gl/shaders/fs-landmass.h> #include <gfx/gl/shaders/fs-material.h> #include <gfx/gl/shaders/fs-pointLight.h> @@ -21,15 +20,16 @@ SceneShader::SceneShader() : basicInst {dynamicPointInst_vs, material_fs}, landmass {fixedPoint_vs, landmass_fs}, - absolute {fixedPoint_vs, material_fs} + absolute {fixedPoint_vs, material_fs}, spotLightInst {spotLight_vs, spotLight_gs, spotLight_fs}, + pointLightInst {pointLight_vs, pointLight_gs, pointLight_fs} { } void SceneShader::setViewProjection(const GlobalPosition3D & viewPoint, const glm::mat4 & viewProjection) const { - for (const auto & prog : std::array<const SceneProgram *, 7> { - &basic, &basicInst, &water, &landmass, &absolute, &pointLight, &spotLight}) { + for (const auto & prog : std::initializer_list<const SceneProgram *> { + &basic, &basicInst, &water, &landmass, &absolute, &pointLightInst, &spotLightInst}) { prog->setViewProjection(viewPoint, viewProjection); } } @@ -37,8 +37,8 @@ SceneShader::setViewProjection(const GlobalPosition3D & viewPoint, const glm::ma void SceneShader::setViewPort(const ViewPort & viewPort) const { - for (const auto & prog : std::array<const SceneProgram *, 7> { - &basic, &basicInst, &water, &landmass, &absolute, &pointLight, &spotLight}) { + for (const auto & prog : std::initializer_list<const SceneProgram *> { + &basic, &basicInst, &water, &landmass, &absolute, &pointLightInst, &spotLightInst}) { prog->setViewPort(viewPort); } } @@ -87,46 +87,3 @@ SceneShader::WaterProgram::use(float waveCycle) const Program::use(); glUniform1f(waveLoc, waveCycle); } - -SceneShader::PointLightShader::PointLightShader() : - SceneProgram {pointLight_vs, pointLight_gs, pointLight_fs}, colourLoc {*this, "colour"}, kqLoc {*this, "kq"}, - viewPointLoc {*this, "viewPoint"} -{ - VertexArrayObject {va}.addAttribs<Position3D>(b); -} - -void -SceneShader::PointLightShader::add(const Position3D & position, const RGB & colour, const float kq) const -{ - Program::use(); - glBindVertexArray(va); - glBindBuffer(GL_ARRAY_BUFFER, b); - glUniform3fv(colourLoc, 1, glm::value_ptr(colour)); - glUniform1f(kqLoc, kq); - glBufferData(GL_ARRAY_BUFFER, sizeof(Position3D), glm::value_ptr(position), GL_DYNAMIC_DRAW); - glDrawArrays(GL_POINTS, 0, 1); -} - -SceneShader::SpotLightShader::SpotLightShader() : - SceneProgram {spotLight_vs, spotLight_gs, spotLight_fs}, directionLoc {*this, "v_direction"}, - colourLoc {*this, "colour"}, kqLoc {*this, "kq"}, arcLoc {*this, "arc"}, viewPointLoc {*this, "viewPoint"} - -{ - using v3pair = std::pair<Position3D, Direction3D>; - VertexArrayObject {va}.addAttribs<v3pair, &v3pair::first, &v3pair::second>(b); -} - -void -SceneShader::SpotLightShader::add(const Position3D & position, const Direction3D & direction, const RGB & colour, - const float kq, const float arc) const -{ - Program::use(); - glBindVertexArray(va); - glBindBuffer(GL_ARRAY_BUFFER, b); - glUniform3fv(colourLoc, 1, glm::value_ptr(colour)); - glUniform3fv(directionLoc, 1, glm::value_ptr(direction)); - glUniform1f(kqLoc, kq); - glUniform1f(arcLoc, arc); - glBufferData(GL_ARRAY_BUFFER, sizeof(Position3D), glm::value_ptr(position), GL_DYNAMIC_DRAW); - glDrawArrays(GL_POINTS, 0, 1); -} diff --git a/gfx/gl/sceneShader.h b/gfx/gl/sceneShader.h index 7ffaacd..813c1bf 100644 --- a/gfx/gl/sceneShader.h +++ b/gfx/gl/sceneShader.h @@ -51,45 +51,12 @@ class SceneShader { RequiredUniformLocation waveLoc; }; - class PointLightShader : public SceneProgram { - public: - PointLightShader(); - - void add(const Position3D & position, const RGB & colour, const float kq) const; - - private: - UniformLocation colourLoc; - UniformLocation kqLoc; - UniformLocation viewPointLoc; - glVertexArray va; - glBuffer b; - }; - - class SpotLightShader : public SceneProgram { - public: - SpotLightShader(); - - void add(const Position3D & position, const Direction3D & direction, const RGB & colour, const float kq, - const float arc) const; - - private: - UniformLocation directionLoc; - UniformLocation colourLoc; - UniformLocation kqLoc; - UniformLocation arcLoc; - UniformLocation viewPointLoc; - glVertexArray va; - glBuffer b; - }; - public: SceneShader(); BasicProgram basic; WaterProgram water; - AbsolutePosProgram basicInst, landmass, absolute; - PointLightShader pointLight; - SpotLightShader spotLight; + AbsolutePosProgram basicInst, landmass, absolute, spotLightInst, pointLightInst; void setViewProjection(const GlobalPosition3D & viewPoint, const glm::mat4 & viewProjection) const; void setViewPort(const ViewPort & viewPort) const; diff --git a/gfx/gl/shaders/pointLight.fs b/gfx/gl/shaders/pointLight.fs index ba327b6..7531d3e 100644 --- a/gfx/gl/shaders/pointLight.fs +++ b/gfx/gl/shaders/pointLight.fs @@ -6,9 +6,9 @@ out vec3 FragColor; layout(binding = 0) uniform isampler2D gPosition; layout(binding = 1) uniform sampler2D gNormal; uniform ivec4 viewPort; -uniform vec3 colour; -uniform float kq; -in vec4 geo_centre; +flat in vec4 geo_centre; +flat in vec3 geo_colour; +flat in float geo_kq; void main() @@ -26,5 +26,5 @@ main() if (normalDot < 0) { discard; } - FragColor = (colour * normalDot) / (1 + (kq * pow(lightDist / 1000.0, 2))); + FragColor = (geo_colour * normalDot) / (1 + (geo_kq * pow(lightDist / 1000.0, 2))); } diff --git a/gfx/gl/shaders/pointLight.gs b/gfx/gl/shaders/pointLight.gs index 9c41ed4..fc1d7c3 100644 --- a/gfx/gl/shaders/pointLight.gs +++ b/gfx/gl/shaders/pointLight.gs @@ -20,19 +20,24 @@ const vec3[] cube = vec3[]( // http://www.cs.umd.edu/gvil/papers/av_ts.pdf ); uniform mat4 viewProjection; uniform ivec3 viewPoint; - -in vec3 centre[]; -in float size[]; +flat in vec3 position[]; +flat in vec3 colour[]; +flat in float size[]; +flat in float kq[]; layout(points) in; layout(triangle_strip, max_vertices = cube.length()) out; -out vec4 geo_centre; +flat out vec4 geo_centre; +flat out vec3 geo_colour; +flat out float geo_kq; void doVertex(int idx) { gl_Position = viewProjection * (gl_in[0].gl_Position + vec4(cube[idx] * size[0], 1)); - geo_centre = vec4(centre[0], size[0]); + geo_centre = vec4(position[0], size[0]); + geo_colour = colour[0]; + geo_kq = kq[0]; EmitVertex(); } diff --git a/gfx/gl/shaders/pointLight.vs b/gfx/gl/shaders/pointLight.vs index 00a34a3..c538207 100644 --- a/gfx/gl/shaders/pointLight.vs +++ b/gfx/gl/shaders/pointLight.vs @@ -1,18 +1,24 @@ #version 330 core -layout(location = 0) in vec3 position; +layout(location = 0) in vec3 v_position; +layout(location = 1) in vec3 v_colour; +layout(location = 2) in float v_kq; +layout(location = 3) in mat4 model; +layout(location = 7) in ivec3 modelPos; -uniform vec3 colour; -uniform float kq; uniform ivec3 viewPoint; -out vec3 centre; -out float size; +flat out vec3 position; +flat out vec3 colour; +flat out float size; +flat out float kq; void main() { - centre = position; - size = (8000 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq); - gl_Position = vec4(centre - viewPoint, 0); + position = modelPos + ivec3(mat3(model) * v_position); + kq = v_kq; + size = (8000 * sqrt(max(max(v_colour.r, v_colour.g), v_colour.b))) / sqrt(v_kq); + colour = v_colour; + gl_Position = vec4(position - viewPoint, 0); } diff --git a/gfx/gl/shaders/spotLight.fs b/gfx/gl/shaders/spotLight.fs index 937f922..ad33458 100644 --- a/gfx/gl/shaders/spotLight.fs +++ b/gfx/gl/shaders/spotLight.fs @@ -6,10 +6,10 @@ out vec3 FragColor; layout(binding = 0) uniform isampler2D gPosition; layout(binding = 1) uniform sampler2D gNormal; uniform ivec4 viewPort; -uniform vec3 colour; -uniform float kq; -in vec4 geo_centre; -in vec4 geo_direction; +flat in vec4 geo_centre; +flat in vec4 geo_direction; +flat in vec3 geo_colour; +flat in float geo_kq; void main() @@ -30,5 +30,5 @@ main() if (normalDot < 0) { discard; } - FragColor = (colour * normalDot) / (1 + (kq * pow(lightDist / 1000.0, 2))); + FragColor = (geo_colour * normalDot) / (1 + (geo_kq * pow(lightDist / 1000.0, 2))); } diff --git a/gfx/gl/shaders/spotLight.gs b/gfx/gl/shaders/spotLight.gs index b58c169..194812a 100644 --- a/gfx/gl/shaders/spotLight.gs +++ b/gfx/gl/shaders/spotLight.gs @@ -11,17 +11,19 @@ const vec3[] pyramid = vec3[]( // four-sided ); uniform mat4 viewProjection; uniform ivec3 viewPoint; -uniform float arc; - -in vec3 position[]; -in vec3 direction[]; -in float size[]; -in float cosarc[]; +flat in ivec3 position[]; +flat in vec3 direction[]; +flat in vec3 colour[]; +flat in float size[]; +flat in float kq[]; +flat in vec2 arc[]; layout(points) in; layout(triangle_strip, max_vertices = 8) out; -out vec4 geo_centre; -out vec4 geo_direction; +flat out vec4 geo_centre; +flat out vec4 geo_direction; +flat out vec3 geo_colour; +flat out float geo_kq; vec3 perp(vec3 a) @@ -36,14 +38,16 @@ doVertex(vec4 ndcpos) { gl_Position = ndcpos; geo_centre = vec4(position[0], size[0]); - geo_direction = vec4(direction[0], cosarc[0]); + geo_direction = vec4(direction[0], arc[0].x); + geo_colour = colour[0]; + geo_kq = kq[0]; EmitVertex(); } void main() { - const float base = size[0] * tan(arc / 2); + const float base = size[0] * arc[0].y; const vec3 offx = perp(direction[0]); const vec3 offy = cross(direction[0], offx); vec4 out_py[pyramid.length()]; diff --git a/gfx/gl/shaders/spotLight.vs b/gfx/gl/shaders/spotLight.vs index ac1d1db..eed8778 100644 --- a/gfx/gl/shaders/spotLight.vs +++ b/gfx/gl/shaders/spotLight.vs @@ -1,24 +1,30 @@ #version 330 core layout(location = 0) in vec3 v_position; +layout(location = 1) in vec3 v_direction; +layout(location = 2) in vec3 v_colour; +layout(location = 3) in float v_kq; +layout(location = 4) in float v_arc; +layout(location = 5) in mat4 model; +layout(location = 9) in ivec3 modelPos; -uniform vec3 v_direction; -uniform vec3 colour; -uniform float kq; -uniform float arc; uniform ivec3 viewPoint; -out vec3 position; -out vec3 direction; -out float size; -out float cosarc; +flat out ivec3 position; +flat out vec3 direction; +flat out float size; +flat out vec2 arc; // cos,tan (v_arc/2) +flat out vec3 colour; +flat out float kq; void main() { - position = v_position; - direction = normalize(v_direction); + position = modelPos + ivec3(mat3(model) * v_position); + direction = normalize(mat3(model) * v_direction); + colour = v_colour; + kq = v_kq; size = (8000 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq); - cosarc = cos(arc / 2); + arc = vec2(cos(v_arc / 2), tan(v_arc / 2)); gl_Position = vec4(position - viewPoint, 0); } diff --git a/res/lights.xml b/res/lights.xml new file mode 100644 index 0000000..8b25599 --- /dev/null +++ b/res/lights.xml @@ -0,0 +1,28 @@ +<?xml version="1.0"?> +<ilt p.id="assetFactory"> + <asset p.typeid="Illuminator" id="r-light" name="r-light"> + <bodyMesh id="body"> + <use type="cylinder" scale="0.12,0.12,1" colour="lightslategray"/> + <use type="cylinder" scale="0.07,0.07,3" position="0,0,1" colour="lightslategray"/> + <use type="cylinder" scale="0.05,0.05,1.5" position="0,-0.1,4" rotation="-1.5,0,0" colour="lightslategray"/> + <use type="cuboid" position="0,1.400,4.060" scale=".14,.3,0.07" colour="lightslategray"/> + </bodyMesh> + <spotLight position="0,1400,4100" direction="0,0.1,-1" colour=".9,.9,.9" kq="0.3" arc="1.8"/> + </asset> + <asset p.typeid="Illuminator" id="old-lamp" name="old-lamp"> + <bodyMesh id="body"> + <use type="cylinder" scale="0.13,0.13,.5" colour="#222222"/> + <use type="cylinder" scale="0.06,0.06,1.5" position="0,0,.5" colour="#222222"/> + <use type="cuboid" scale="0.3,0.02,0.02" position="0,0,1.8" colour="#222222"/> + <use type="cuboid" scale="0.2,0.2,0.4" position="0,0,2" colour="#dddddd"/> + <use type="cuboid" scale="0.1,0.1,0.1" position="0,0,2.4" colour="#222222"/> + </bodyMesh> + <pointLight position="0,0,2200" colour=".9,.9,.6" kq="0.3"/> + </asset> + <!-- yes I'm hacking some floor to light up as though its a bush --> + <asset p.typeid="Foliage" id="floor" name="floor"> + <bodyMesh id="body"> + <use type="plane" scale="10,10,0" colour="#aaaaaa"/> + </bodyMesh> + </asset> +</ilt> diff --git a/test/test-assetFactory.cpp b/test/test-assetFactory.cpp index c8183df..8341fbf 100644 --- a/test/test-assetFactory.cpp +++ b/test/test-assetFactory.cpp @@ -9,6 +9,8 @@ #include "assetFactory/object.h" #include "assetFactory/texturePacker.h" #include "game/scenary/foliage.h" +#include "game/scenary/illuminator.h" +#include "game/scenary/light.h" #include "game/scenary/plant.h" #include "game/vehicles/railVehicle.h" #include "game/vehicles/railVehicleClass.h" @@ -46,7 +48,7 @@ public: void lights(const SceneShader & shader) const override { - shader.pointLight.add({-3, 1, 5}, {1, 1, 1}, .1F); + objects.apply(&Renderable::lights, shader); } void @@ -125,6 +127,34 @@ BOOST_AUTO_TEST_CASE(foliage, *boost::unit_test::timeout(5)) render(6000); } +BOOST_AUTO_TEST_CASE(lights, *boost::unit_test::timeout(5)) +{ + auto mf = AssetFactory::loadXML(RESDIR "/lights.xml"); + BOOST_REQUIRE(mf); + auto rlight = mf->assets.at("r-light"); + BOOST_REQUIRE(rlight); + auto oldlamp = mf->assets.at("old-lamp"); + BOOST_REQUIRE(oldlamp); + auto rlight_f = std::dynamic_pointer_cast<Illuminator>(rlight); + BOOST_REQUIRE(rlight_f); + auto oldlamp_f = std::dynamic_pointer_cast<Illuminator>(oldlamp); + BOOST_REQUIRE(oldlamp_f); + + auto light1 = std::make_shared<Light>(oldlamp_f, Location {{0, 0, 0}, {0, 0, 0}}); + auto light2 = std::make_shared<Light>(rlight_f, Location {{-4000, 0, 0}, {0, 2, 0}}); + auto light3 = std::make_shared<Light>(rlight_f, Location {{-4000, -4000, 0}, {0, 1, 0}}); + auto light4 = std::make_shared<Light>(oldlamp_f, Location {{3000, 4600, 0}, {0, 2, 0}}); + objects.objects.push_back(rlight_f); + objects.objects.push_back(oldlamp_f); + + // yes I'm hacking some floor to light up as though its a bush + auto floorf = std::dynamic_pointer_cast<Foliage>(mf->assets.at("floor")); + auto floor = std::make_shared<Plant>(floorf, Location {}); + objects.objects.push_back(floorf); + + render(6000); +} + BOOST_AUTO_TEST_SUITE_END(); BOOST_AUTO_TEST_CASE(loadall) diff --git a/test/test-render.cpp b/test/test-render.cpp index 66b4d46..41731dd 100644 --- a/test/test-render.cpp +++ b/test/test-render.cpp @@ -158,63 +158,4 @@ BOOST_AUTO_TEST_CASE(terrain) Texture::save(outImage, "/tmp/terrain.tga"); } -BOOST_AUTO_TEST_CASE(pointlight) -{ - SceneRenderer ss {size, output}; - ss.camera.setView({-10000, -10000, 60000}, glm::normalize(glm::vec3 {1, 1, -0.5F})); - - class PointLightScene : public TestScene { - public: - void - environment(const SceneShader &, const SceneRenderer & r) const override - { - r.setAmbientLight({0.2F, 0.2F, 0.2F}); - r.setDirectionalLight({0.2F, 0.2F, 0.2F}, west + down, *this); - } - - void - lights(const SceneShader & shader) const override - { - for (int x = 50000; x < 100000; x += 20000) { - for (int y = 50000; y < 2000000; y += 20000) { - shader.pointLight.add({x, y, 4000}, {1.0, 1.0, 1.0}, 0.1F); - } - } - } - }; - - const PointLightScene scene; - ss.render(scene); - Texture::save(outImage, "/tmp/pointlight.tga"); -} - -BOOST_AUTO_TEST_CASE(spotlight) -{ - SceneRenderer ss {size, output}; - ss.camera.setView({-10000, -10000, 60000}, glm::normalize(glm::vec3 {1, 1, -0.5F})); - - class PointLightScene : public TestScene { - public: - void - environment(const SceneShader &, const SceneRenderer & r) const override - { - r.setAmbientLight({0.2F, 0.2F, 0.2F}); - r.setDirectionalLight({0.2F, 0.2F, 0.2F}, west + down, *this); - } - - void - lights(const SceneShader & shader) const override - { - shader.spotLight.add({50000, 50000, 15000}, down, {1.0, 1.0, 1.0}, 0.01F, 1); - shader.spotLight.add({51000, 59500, 1000}, north, {1.0, 1.0, 1.0}, 0.001F, .5); - shader.spotLight.add({53000, 59500, 1000}, north, {1.0, 1.0, 1.0}, 0.001F, .5); - shader.spotLight.add({60000, 50000, 3000}, north + east, {1.0, 1.0, 1.0}, 0.0001F, .7F); - } - }; - - const PointLightScene scene; - ss.render(scene); - Texture::save(outImage, "/tmp/spotlight.tga"); -} - BOOST_AUTO_TEST_SUITE_END(); |